January UPDATE 2019

Updated: Feb 15, 2019



Hello again! There has been a lot of progress on REM in the last 10 days, and we'd like to share some of it with you.


Major Progress

-Inter-floor and inter-chunk transitions now work properly

-Door animations and glitch transition FX are in

-Cinemachine camera in-game (gives us much more control over camera movement)

-Added level timer framework

-Design for the introductory level is in the game

-Added framework for ladder movement

-Animations for characters now use root-based motion (sync motion is animation-driven)

-Objects that can be picked up now have a glow effect when interacted with

-Beginnings of follower AI are in place

-Meshes for light sources are in-game

Other Progress

-Workflow improvements having to do with model importing from blender 2.8 to unity

-More character modeling has been done

-Some post-processing FX adjustments have been made

-Some adjustments to volumetric smoke thickness has been made


What's next?

While we aren't quite where we want to be for our minimum viable product stage, we are getting much closer to having that goal realized. Over the next couple of weeks, we will be working to get more characters into the game and testing interactions between them, as well as testing our puzzle and object interactions. Our next goal will be to add more character animation and implement vaulting over objects and sliding under them. UI and other design elements soon to come! Once we reach a point where we can consider our product at the level of an MVP, we will launch a funding campaign to see it through the rest of designing and developing.


Bye for now!

-James Carroll, CEO

N Dimensional Games L.L.C.